@@ -12,19 +12,19 @@
|
||||
Returns the canvas that drawing commands are currently applied to
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_number">1</span> = OpenCanvas<b>(</b><span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<span class="rc_number">2</span> = OpenCanvas<b>(</b><span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
c1 = OpenCanvas<b>(</b><span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
c2 = OpenCanvas<b>(</b><span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">640</span>, <span class="rc_number">480</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<br>
|
||||
Canvas<b>(</b><span class="rc_number">1</span><b>)</b> <br>
|
||||
Canvas<b>(</b>c1<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> ActiveCanvas<b>(</b><b>)</b> = <span class="rc_number">1</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Active canvas is c1"</span> <br>
|
||||
<span class="rc_keyword">If</span> ActiveCanvas<b>(</b><b>)</b> = c1 <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Active canvas is c1"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
Canvas<b>(</b><span class="rc_number">2</span><b>)</b> <br>
|
||||
Canvas<b>(</b>c2<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> ActiveCanvas<b>(</b><b>)</b> = <span class="rc_number">2</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Active canvas is now c2"</span> <br>
|
||||
<span class="rc_keyword">If</span> ActiveCanvas<b>(</b><b>)</b> = c2 <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Active canvas is now c2"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
|
||||
@@ -3,19 +3,19 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>actorAnimationIsLooped [RCBasic Doc] </title>
|
||||
<title>ActorAnimationIsLooped [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function actorAnimationIsLooped( actor ) </h2></p>
|
||||
<p><h2>function ActorAnimationIsLooped( actor ) </h2></p>
|
||||
<p>
|
||||
Returns true if an actors animation is set to looped.
|
||||
</p>
|
||||
<p>
|
||||
Note: Actor animation is set to looped with the loopActorAnimation() function.
|
||||
Note: Actor animation is set to looped with the LoopActorAnimation() function.
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="loopactoranimation.html">loopActorAnimation</a>
|
||||
<a href="loopactoranimation.html">LoopActorAnimation</a>
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -9,6 +9,9 @@
|
||||
<body>
|
||||
<p><h2>function ActorExists( actor ) </h2></p>
|
||||
<p>
|
||||
Returns true if the id passed is a valid actor
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -21,7 +21,7 @@
|
||||
</ul>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">If</span> AndBit<b>(</b> Android_GetExternalStorageState<b>(</b><b>)</b>, ANDROID_EXTERNAL_STORAGE_READ <b>)</b> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Can read from external storage"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Can read from external storage"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
<br><p>Related:
|
||||
|
||||
@@ -20,11 +20,11 @@
|
||||
ApplyActorCentralImpulse<b>(</b>actor, <span class="rc_number">300</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">True</span> <br>
|
||||
<span class="rc_keyword">If</span> <span class="rc_keyword">Not</span> init_damping <span class="rc_keyword">Then</span> <br>
|
||||
ApplyActorDamping<b>(</b>actor, <span class="rc_number">5.0</span><b>)</b> <span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
|
||||
init_damping = <span class="rc_keyword">True</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">If</span> <span class="rc_keyword">Not</span> init_damping <span class="rc_keyword">Then</span> <br>
|
||||
ApplyActorDamping<b>(</b>actor, <span class="rc_number">5.0</span><b>)</b> <span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
|
||||
init_damping = <span class="rc_keyword">True</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<br><p>Related:
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>applyActorImpulseWorld [RCBasic Doc] </title>
|
||||
<title>ApplyActorImpulseWorld [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
|
||||
<p><h2>Sub ApplyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
|
||||
<p>
|
||||
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>applyActorTorqueImpulseLocal [RCBasic Doc] </title>
|
||||
<title>ApplyActorTorqueImpulseLocal [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub applyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
|
||||
<p><h2>Sub ApplyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
|
||||
<p>
|
||||
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>applyActorTorqueImpulseWorld [RCBasic Doc] </title>
|
||||
<title>ApplyActorTorqueImpulseWorld [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub applyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
|
||||
<p><h2>Sub ApplyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
|
||||
<p>
|
||||
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>applyActorTorqueLocal [RCBasic Doc] </title>
|
||||
<title>ApplyActorTorqueLocal [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub applyActorTorqueLocal( actor, x, y, z) </h2></p>
|
||||
<p><h2>Sub ApplyActorTorqueLocal( actor, x, y, z) </h2></p>
|
||||
<p>
|
||||
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>applyActorTorqueWorld [RCBasic Doc] </title>
|
||||
<title>ApplyActorTorqueWorld [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub applyActorTorqueWorld( actor, x, y, z) </h2></p>
|
||||
<p><h2>Sub ApplyActorTorqueWorld( actor, x, y, z) </h2></p>
|
||||
<p>
|
||||
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub ArrayFill(ByRef src, fdata) </h2></p>
|
||||
<p><h2>Sub ArrayFill(ByRef src, fdata) </h2></p>
|
||||
<p>
|
||||
Fills all the elements in an array with the value in fdata
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function ArraySize(Byref id, array_dim) </h2></p>
|
||||
<p><h2>Function ArraySize(Byref id, array_dim) </h2></p>
|
||||
<p>
|
||||
Returns the number of elements in the given dimension of an array
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function Asc(c$) </h2></p>
|
||||
<p><h2>Function Asc(c$) </h2></p>
|
||||
<p>
|
||||
Returns the ASCII value of a character.
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function Asin(n) </h2></p>
|
||||
<p><h2>Function Asin(n) </h2></p>
|
||||
<p>
|
||||
Returns the ArcSine of a number.
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function Atan(n) </h2></p>
|
||||
<p><h2>Function Atan(n) </h2></p>
|
||||
<p>
|
||||
Returns the ArcTangent of a number.
|
||||
</p>
|
||||
|
||||
@@ -12,6 +12,9 @@
|
||||
Clears the active drawing canvas
|
||||
</p>
|
||||
<p>
|
||||
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -13,11 +13,11 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">If</span> <span class="rc_number">5</span> > <span class="rc_number">6</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> <span class="rc_number">5</span> < <span class="rc_number">6</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
<span class="rc_keyword">Else</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS ALSO WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS ALSO WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -29,13 +29,13 @@
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Select</span> <span class="rc_keyword">Case</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Case</span> <span class="rc_number">6</span> <br>
|
||||
<span class="rc_keyword">Print</span> THIS WILL <span class="rc_keyword">NOT</span> <span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
|
||||
<span class="rc_keyword">Print</span> THIS WILL <span class="rc_keyword">NOT</span> <span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
|
||||
<span class="rc_keyword">Case</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
Default <br>
|
||||
<span class="rc_comment">'Note: Default will be true if every other case is false. </span><br>
|
||||
<span class="rc_comment">' Default is optional and can be excluded if you don't need it </span><br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_comment">'Note: Default will be true if every other case is false. </span><br>
|
||||
<span class="rc_comment">' Default is optional and can be excluded if you don't need it </span><br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Select</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -44,11 +44,11 @@
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Select</span> <span class="rc_keyword">Case</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Case</span> <span class="rc_number">6</span> <br>
|
||||
<span class="rc_keyword">Print</span> THIS WILL <span class="rc_keyword">NOT</span> <span class="rc_string">"<span class="rc_keyword">PRINT</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">Case</span> <span class="rc_number">4</span>, <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL PRINT"</span> <br>
|
||||
Default <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"THIS WILL NOT PRINT"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Select</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
|
||||
@@ -9,6 +9,9 @@
|
||||
<body>
|
||||
<p><h2>function ConstraintExists( constraint_id ) </h2></p>
|
||||
<p>
|
||||
Returns true if the id passed is a valid constraint
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>copyActorMaterial [RCBasic Doc] </title>
|
||||
<title>CopyActorMaterial [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function copyActorMaterial( actor, material_num) </h2></p>
|
||||
<p><h2>function CopyActorMaterial( actor, material_num) </h2></p>
|
||||
<p>
|
||||
Returns a material id for a copy of an actor's material
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>copyMaterial [RCBasic Doc] </title>
|
||||
<title>CopyMaterial [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function copyMaterial( smaterial_id) </h2></p>
|
||||
<p><h2>function CopyMaterial( smaterial_id) </h2></p>
|
||||
<p>
|
||||
Returns a copy of a material
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>createHingeConstraint [RCBasic Doc] </title>
|
||||
<title>CreateHingeConstraint [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function createHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p>
|
||||
<p><h2>function CreateHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p>
|
||||
<p>
|
||||
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>createHingeConstraintEx [RCBasic Doc] </title>
|
||||
<title>CreateHingeConstraintEx [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function createHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA) </h2></p>
|
||||
<p><h2>Function CreateHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA) </h2></p>
|
||||
<p>
|
||||
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>createPointConstraint [RCBasic Doc] </title>
|
||||
<title>CreatePointConstraint [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function createPointConstraint( actorA, pxA, pyA, pzA) </h2></p>
|
||||
<p><h2>Function CreatePointConstraint( actorA, pxA, pyA, pzA) </h2></p>
|
||||
<p>
|
||||
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>createPointConstraintEx [RCBasic Doc] </title>
|
||||
<title>CreatePointConstraintEx [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function createPointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB) </h2></p>
|
||||
<p><h2>function CreatePointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB) </h2></p>
|
||||
<p>
|
||||
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>createSlideConstraint [RCBasic Doc] </title>
|
||||
<title>CreateSlideConstraint [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function createSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
|
||||
<p><h2>function CreateSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
|
||||
<p>
|
||||
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>createSlideConstraintEx [RCBasic Doc] </title>
|
||||
<title>CreateSlideConstraintEx [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function createSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
|
||||
<p><h2>function CreateSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
|
||||
<p>
|
||||
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
|
||||
</p>
|
||||
|
||||
@@ -12,6 +12,9 @@
|
||||
Removes an actor from the scene and frees its memory
|
||||
</p>
|
||||
<p>
|
||||
NOTE: Actors are all removed on clearScene so make sure you don't continue using the id after that.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>deleteConstraint [RCBasic Doc] </title>
|
||||
<title>DeleteConstraint [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub deleteConstraint( constraint_id) </h2></p>
|
||||
<p><h2>Sub DeleteConstraint( constraint_id) </h2></p>
|
||||
<p>
|
||||
Removes a constraint
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub DeleteFont(font_id) </h2></p>
|
||||
<p><h2>Sub DeleteFont(font_id) </h2></p>
|
||||
<p>
|
||||
Frees a font from memory
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub DeleteImage(img) </h2></p>
|
||||
<p><h2>Sub DeleteImage(img) </h2></p>
|
||||
<p>
|
||||
Removes an image from memory
|
||||
</p>
|
||||
|
||||
@@ -3,15 +3,18 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>deleteMaterial [RCBasic Doc] </title>
|
||||
<title>DeleteMaterial [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub deleteMaterial( material_id) </h2></p>
|
||||
<p><h2>Sub DeleteMaterial( material_id) </h2></p>
|
||||
<p>
|
||||
Removes a material from memory
|
||||
</p>
|
||||
<p>
|
||||
NOTE: In the case of actor materials, this will simple drop the reference to it but it will not remove the material from the actor.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -12,6 +12,52 @@
|
||||
Removes a sprite from memory
|
||||
</p>
|
||||
<p>
|
||||
Here is an example:
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"CreateSprite"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, <span class="rc_number">150</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
timePassed = Timer<b>(</b><b>)</b> <br>
|
||||
timePassedDiff = <span class="rc_number">2000</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> Timer<b>(</b><b>)</b> - timePassed > timePassedDiff <span class="rc_keyword">Then</span> <span class="rc_comment">'After 2 seconds eyeSprite2 will be deleted </span><br>
|
||||
DeleteSprite<b>(</b>eyeSprite2<b>)</b> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="opencanvasspritelayer.html">OpenCanvasSpriteLayer</a>
|
||||
<a href="setspriteposition.html">SetSpritePosition</a>
|
||||
<a href="createsprite.html">CreateSprite</a>
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -12,6 +12,9 @@
|
||||
Fills a closed shape in with the current draw color
|
||||
</p>
|
||||
<p>
|
||||
NOTE: It is not recommended to floodfill the full screen since its prone to stack overload
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -12,6 +12,9 @@
|
||||
Outputs text to the console
|
||||
</p>
|
||||
<p>
|
||||
NOTE: It does the exact same thing as Print. This is here for legacy reasons (ie. I am too lazy to remove it.)
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -54,8 +54,8 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Function</span> MyFunc<b>(</b>a, b<b>)</b> <br>
|
||||
c = a + b <br>
|
||||
<span class="rc_keyword">Return</span> c <br>
|
||||
c = a + b <br>
|
||||
<span class="rc_keyword">Return</span> c <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Function</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -72,7 +72,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Function</span> MyString$ <b>(</b> G$ <b>)</b> <br>
|
||||
<span class="rc_keyword">Return</span> <span class="rc_string">"YOU ENTERED "</span> + G$ <br>
|
||||
<span class="rc_keyword">Return</span> <span class="rc_string">"YOU ENTERED "</span> + G$ <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Function</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Print</span> MyString<b>(</b><span class="rc_string">"SOMETHING"</span><b>)</b> <br>
|
||||
@@ -88,15 +88,15 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Type</span> test_type <br>
|
||||
<span class="rc_keyword">Dim</span> a$ <br>
|
||||
<span class="rc_keyword">Dim</span> b <br>
|
||||
<span class="rc_keyword">Dim</span> a$ <br>
|
||||
<span class="rc_keyword">Dim</span> b <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Type</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Function</span> test<b>(</b>a$, b<b>)</b> <span class="rc_keyword">As</span> test_type <br>
|
||||
<span class="rc_keyword">Dim</span> ret_val <span class="rc_keyword">As</span> test_type <br>
|
||||
ret_val.a = a <br>
|
||||
ret_val.b = b <br>
|
||||
<span class="rc_keyword">Return</span> ret_val <br>
|
||||
<span class="rc_keyword">Dim</span> ret_val <span class="rc_keyword">As</span> test_type <br>
|
||||
ret_val.a = a <br>
|
||||
ret_val.b = b <br>
|
||||
<span class="rc_keyword">Return</span> ret_val <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Function</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Dim</span> myVar <span class="rc_keyword">as</span> test_type <br>
|
||||
@@ -107,8 +107,8 @@
|
||||
You can also have a UDT as a parameter in a function:
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Function</span> <span class="rc_number">2</span><b>(</b>n <span class="rc_keyword">as</span> test_type, j<b>)</b> <br>
|
||||
<span class="rc_keyword">Return</span> <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">Function</span> test2<b>(</b>n <span class="rc_keyword">as</span> test_type, j<b>)</b> <br>
|
||||
<span class="rc_keyword">Return</span> <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Function</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -116,9 +116,9 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Sub</span> MySub <b>(</b> <b>)</b> <br>
|
||||
<span class="rc_keyword">For</span> i = <span class="rc_number">1</span> <span class="rc_keyword">To</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> i <br>
|
||||
<span class="rc_keyword">Next</span> <br>
|
||||
<span class="rc_keyword">For</span> i = <span class="rc_number">1</span> <span class="rc_keyword">To</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> i <br>
|
||||
<span class="rc_keyword">Next</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Sub</span> <br>
|
||||
<br>
|
||||
MySub <b>(</b> <b>)</b> <br>
|
||||
@@ -131,7 +131,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Sub</span> MySub <b>(</b> a <b>)</b> <br>
|
||||
a = <span class="rc_number">5</span> <br>
|
||||
a = <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Sub</span> <br>
|
||||
<br>
|
||||
n = <span class="rc_number">0</span> <br>
|
||||
@@ -144,7 +144,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Sub</span> MySub <b>(</b> <span class="rc_keyword">ByRef</span> a <b>)</b> <br>
|
||||
a = <span class="rc_number">5</span> <br>
|
||||
a = <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Sub</span> <br>
|
||||
<br>
|
||||
n = <span class="rc_number">0</span> <br>
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
Gets the actors rotation as a quaternion.
|
||||
</p>
|
||||
<p>
|
||||
Note: This is useful for calculations that require quaternion but most developers should just use GetActorRotation()
|
||||
Note: This is useful for calculations that require quaternion but most developers should just use GetActorTransform()
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="getactorrotation.html">GetActorRotation</a>
|
||||
|
||||
@@ -22,10 +22,10 @@
|
||||
LIGHT_TYPE_POINT
|
||||
</li>
|
||||
<li>
|
||||
LIGHT_TYPE_POINT
|
||||
LIGHT_TYPE_DIRECTIONAL
|
||||
</li>
|
||||
<li>
|
||||
LIGHT_TYPE_POINT
|
||||
LIGHT_TYPE_SPOT
|
||||
<br><p>Related:
|
||||
<a href="setlighttype.html">SetLightType</a>
|
||||
</p>
|
||||
|
||||
@@ -11,6 +11,67 @@
|
||||
<p>
|
||||
Gets the position of a sprite on the canvas
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"GetSpritePosition"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeX <span class="rc_comment">'Variables to pass into the function for holding the x and y values </span><br>
|
||||
<span class="rc_keyword">DIM</span> eyeY <br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
destX = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
clearcanvas<b>(</b><b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <span class="rc_comment">'change to the sprite canvas for drawing sprites </span><br>
|
||||
<span class="rc_keyword">If</span> SpriteX<b>(</b>eyeSprite<b>)</b> < <span class="rc_number">450</span> <span class="rc_keyword">And</span> destX = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
eyeSpriteX = eyeSpriteX + <span class="rc_number">0.5</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> SpriteX<b>(</b>eyeSprite<b>)</b> >= <span class="rc_number">440</span> <span class="rc_keyword">And</span> destX = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
destX = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> destX = <span class="rc_number">1</span> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
eyeSpriteX = eyeSpriteX - <span class="rc_number">0.5</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
GetSpritePosition<b>(</b>eyeSprite, eyeX, eyeY<b>)</b> <br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"Sprite X: "</span> + STR$<b>(</b>eyeX<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
DrawText<b>(</b><span class="rc_string">"Sprite Y: "</span> + STR$<b>(</b>eyeY<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">50</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="translatesprite.html">TranslateSprite</a>
|
||||
<a href="setspriteposition.html">SetSpritePosition</a>
|
||||
|
||||
@@ -11,6 +11,63 @@
|
||||
<p>
|
||||
Returns the angle the sprite is rotated by
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"GetSpriteRotation"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeAngle <span class="rc_comment">'Variable to hold the sprites angle value </span><br>
|
||||
<span class="rc_keyword">DIM</span> displayAngle <br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_comment">'RotateSprite(eyeSprite, eyeAngle) </span><br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
ClearCanvas<b>(</b><b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> Key<b>(</b>K_SPACE<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
eyeAngle = <span class="rc_number">30</span> <br>
|
||||
RotateSprite<b>(</b>eyeSprite, eyeAngle<b>)</b> <br>
|
||||
ReleaseKey = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_SPACE<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">1</span> <span class="rc_keyword">then</span> <br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
displayAngle = GetSpriteRotation<b>(</b>eyeSprite<b>)</b> <br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"Sprite Angle: "</span> + STR$<b>(</b>displayAngle<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="setspriterotation.html">SetSpriteRotation</a>
|
||||
<a href="rotatesprite.html">RotateSprite</a>
|
||||
|
||||
@@ -11,6 +11,73 @@
|
||||
<p>
|
||||
Gets the scale of a sprite
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"GetSpriteScale"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeScale <span class="rc_comment">'Variable to hold the sprites scale </span><br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
eyeScale = <span class="rc_number">2</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eyeScaleX <br>
|
||||
<span class="rc_keyword">DIM</span> eyeScaleY <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, <span class="rc_number">200</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
SetSpriteScale<b>(</b>eyeSprite2, eyeScale, eyeScale<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
ClearCanvas<b>(</b><b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> Key<b>(</b>K_UP<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
eyeScale = <span class="rc_number">1.1</span> <br>
|
||||
ScaleSprite<b>(</b>eyeSprite2, eyeScale, eyeScale<b>)</b> <br>
|
||||
ReleaseKey = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> Key<b>(</b>K_DOWN<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
eyeScale = <span class="rc_number">0.9</span> <br>
|
||||
ScaleSprite<b>(</b>eyeSprite2, eyeScale, eyeScale<b>)</b> <br>
|
||||
ReleaseKey = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_UP<b>)</b> <span class="rc_keyword">And</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_DOWN<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">1</span> <span class="rc_keyword">then</span> <br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
GetSpriteScale<b>(</b>eyeSprite2, eyeScaleX, eyeScaleY<b>)</b> <br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"Sprite Scale X: "</span> + STR$<b>(</b>eyeScaleX<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="scalesprite.html">ScaleSprite</a>
|
||||
<a href="setspritescale.html">SetSpriteScale</a>
|
||||
|
||||
@@ -11,6 +11,51 @@
|
||||
<p>
|
||||
Gets the size of a sprite's frames
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"ScaleSprite"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eSpriteWidth <br>
|
||||
<span class="rc_keyword">DIM</span> eSpriteHeight <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
GetSpriteSize<b>(</b>eyeSprite, eSpriteWidth, eSpriteHeight<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"EyeSprite Width "</span> + STR$<b>(</b>eSpriteWidth<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
DrawText<b>(</b><span class="rc_string">"EyeSprite Height "</span> + STR$<b>(</b>eSpriteHeight<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">50</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="createsprite.html">CreateSprite</a>
|
||||
</p>
|
||||
|
||||
@@ -11,6 +11,41 @@
|
||||
<p>
|
||||
Returns the source image the sprite renders its frames from
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"GetSpriteSource"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> frown <br>
|
||||
<span class="rc_keyword">DIM</span> frownW <br>
|
||||
<span class="rc_keyword">DIM</span> frownH <br>
|
||||
<span class="rc_keyword">DIM</span> spSource$ <br>
|
||||
<br>
|
||||
frowny1 = LoadImage<b>(</b><span class="rc_string">"frowny1.png"</span><b>)</b> <br>
|
||||
frowny2 = LoadImage<b>(</b><span class="rc_string">"frowny2.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>frown, frownW, frownH<b>)</b> <br>
|
||||
<br>
|
||||
frownSprite = CreateSprite<b>(</b>frown, frownW, frownH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>frownSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<span class="rc_keyword">If</span> KEY<b>(</b>K_SPACE<b>)</b> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpriteSource<b>(</b>frownSprite, frowny2<b>)</b> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
spSource$ = STR$<b>(</b>GetSpriteSource<b>(</b>frown<b>)</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Print</span> spSource$ <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/frowny1.png" ></p>
|
||||
<p><img src="images/frowny2.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="setspritesource.html">SetSpriteSource</a>
|
||||
<a href="createsprite.html">CreateSprite</a>
|
||||
|
||||
@@ -19,15 +19,74 @@
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
SPRITE_TYPE_STATIC
|
||||
SPRITE_TYPE_STATIC (0)
|
||||
</li>
|
||||
<li>
|
||||
SPRITE_TYPE_KINEMATIC
|
||||
SPRITE_TYPE_KINEMATIC (1)
|
||||
</li>
|
||||
<li>
|
||||
SPRITE_TYPE_DYNAMIC
|
||||
SPRITE_TYPE_DYNAMIC (2)
|
||||
</li>
|
||||
</ul>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"GetSpriteType"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
eyeSprite2X = <span class="rc_number">400</span> <br>
|
||||
eyeSprite2Y = <span class="rc_number">125</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <br>
|
||||
SetSpriteType<b>(</b>eyeSprite, SPRITE_TYPE_KINEMATIC<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_comment">'The flags for each type are SPRITE_TYPE_STATIC = 0 </span><br>
|
||||
<span class="rc_comment">' SPRITE_TYPE_KINEMATIC = 1 </span><br>
|
||||
<span class="rc_comment">' SPRITE_TYPE_DYNAMIC = 2 </span><br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, eyeSprite2X, eyeSprite2Y<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite2, <span class="rc_number">1</span><b>)</b> <br>
|
||||
SetSpriteType<b>(</b>eyeSprite2, SPRITE_TYPE_DYNAMIC<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
ClearCanvas<b>(</b><b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
<br>
|
||||
DrawText<b>(</b><span class="rc_string">"Sprite on left type: "</span> + STR$<b>(</b>GetSpriteType<b>(</b>eyeSprite<b>)</b><b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="setspritetype.html">SetSpriteType</a>
|
||||
</p>
|
||||
|
||||
@@ -424,7 +424,7 @@
|
||||
This code will write "This is true" to the console because 1 is equal to 1 and 4 is greater than 2. Yes it is that simple.
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">If</span> <span class="rc_number">1</span><span class="rc_number">1</span> <span class="rc_keyword">AND</span> <span class="rc_number">4</span>><span class="rc_number">2</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">If</span> <span class="rc_number">1</span>=1 <span class="rc_keyword">AND</span> <span class="rc_number">4</span>><span class="rc_number">2</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"This is true"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
@@ -435,7 +435,7 @@
|
||||
This code will write "This is true" to the console because although 1 is not equal to 2, 5 is less than or equal to 6.
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">If</span> <span class="rc_number">1</span><span class="rc_number">2</span> <span class="rc_keyword">AND</span> <span class="rc_number">5</span><<span class="rc_number">6</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">If</span> <span class="rc_number">1</span>=2 <span class="rc_keyword">AND</span> <span class="rc_number">5</span><<span class="rc_number">6</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"This is true"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
@@ -446,7 +446,7 @@
|
||||
This code will write "This is true" to the console because 1 is equal to 1 and 2 is equal to 2 ( 2 <> 2 is false because 2=2. Remember <> is the NOT EQUAL operator). Basically one condition in the <b>XOR</b> expression has to be true and the other has to be false otherwise the whole expression is false. If this is slightly confusing don't worry. In my 15+ years of programming experience I have never once used this operator.
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">If</span> <span class="rc_number">1</span><span class="rc_number">1</span> <span class="rc_keyword">XOR</span> <span class="rc_number">2</span> <> <span class="rc_number">2</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">If</span> <span class="rc_number">1</span>=1 <span class="rc_keyword">XOR</span> <span class="rc_number">2</span> <> <span class="rc_number">2</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"This is true"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
@@ -457,7 +457,7 @@
|
||||
This code will write "This is true" to the screen because the expression 1=3 is false. The <b>NOT</b> statement reverses the false and makes it true.
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">If</span> <span class="rc_keyword">NOT</span> <b>(</b><span class="rc_number">1</span><span class="rc_number">3</span><b>)</b> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">If</span> <span class="rc_keyword">NOT</span> <b>(</b><span class="rc_number">1</span>=3<b>)</b> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"This is true"</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
</code></p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>Lcase$ [RCBasic Doc] </title>
|
||||
<title>LCase$ [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function Lcase$(src$) </h2></p>
|
||||
<p><h2>function LCase$(src$) </h2></p>
|
||||
<p>
|
||||
Returns src$ converted to a completely lower-case string
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>loopActorAnimation [RCBasic Doc] </title>
|
||||
<title>LoopActorAnimation [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>sub loopActorAnimation( actor, flag ) </h2></p>
|
||||
<p><h2>sub LoopActorAnimation( actor, flag ) </h2></p>
|
||||
<p>
|
||||
Enables or disables actor animation loop
|
||||
</p>
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">For</span> I = <span class="rc_number">1</span> <span class="rc_keyword">To</span> <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
<span class="rc_keyword">Next</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -24,7 +24,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">For</span> I = <span class="rc_number">1</span> <span class="rc_keyword">To</span> <span class="rc_number">5</span> Step <span class="rc_number">2</span> <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
<span class="rc_keyword">Next</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -36,8 +36,8 @@
|
||||
<p id="rc_code"><code>
|
||||
I = <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">While</span> I < <span class="rc_number">5</span> <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
I = I + <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
I = I + <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -51,7 +51,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Do</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"HELLO WORLD"</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"HELLO WORLD"</span> <br>
|
||||
<span class="rc_keyword">Loop</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -60,8 +60,8 @@
|
||||
<p id="rc_code"><code>
|
||||
I = <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">Do</span> <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
I = I + <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
I = I + <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">Loop</span> <span class="rc_keyword">While</span> I < <span class="rc_number">5</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -70,8 +70,8 @@
|
||||
<p id="rc_code"><code>
|
||||
I = <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">Do</span> <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
I = I + <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">Print</span> I <br>
|
||||
I = I + <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">Loop</span> <span class="rc_keyword">Until</span> I = <span class="rc_number">5</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
|
||||
@@ -3,14 +3,18 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>Ltrim$ [RCBasic Doc] </title>
|
||||
<title>LTrim$ [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function Ltrim$(src$) </h2></p>
|
||||
<p><h2>function LTrim$(src$) </h2></p>
|
||||
<p>
|
||||
Returns src$ with all the spaces before the first non-space character removed.
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="rtrim.html">RTrim</a>
|
||||
<a href="trim.html">Trim</a>
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
|
||||
@@ -9,6 +9,9 @@
|
||||
<body>
|
||||
<p><h2>function MaterialExists( material ) </h2></p>
|
||||
<p>
|
||||
Returns true if the material id is an existing material
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>materialIsAplhaBlend [RCBasic Doc] </title>
|
||||
<title>MaterialIsAplhaBlend [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function materialIsAplhaBlend( material_id) </h2></p>
|
||||
<p><h2>function MaterialIsAplhaBlend( material_id) </h2></p>
|
||||
<p>
|
||||
Returns true if alpha blending is enabled for a material
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>materialIsGouraudShaded [RCBasic Doc] </title>
|
||||
<title>MaterialIsGouraudShaded [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function materialIsGouraudShaded( material_id) </h2></p>
|
||||
<p><h2>function MaterialIsGouraudShaded( material_id ) </h2></p>
|
||||
<p>
|
||||
Returns true if material is set to goraud shading
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>materialIsLit [RCBasic Doc] </title>
|
||||
<title>MaterialIsLit [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function materialIsLit( material_id) </h2></p>
|
||||
<p><h2>function MaterialIsLit( material_id ) </h2></p>
|
||||
<p>
|
||||
Returns true if a material is affected by lights in the scene
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>materialIsNormalized [RCBasic Doc] </title>
|
||||
<title>MaterialIsNormalized [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function materialIsNormalized( material_id) </h2></p>
|
||||
<p><h2>function MaterialIsNormalized( material_id ) </h2></p>
|
||||
<p>
|
||||
Returns true if material has normalized normals
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>materialIsPointCloud [RCBasic Doc] </title>
|
||||
<title>MaterialIsPointCloud [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function materialIsPointCloud( material_id) </h2></p>
|
||||
<p><h2>function MaterialIsPointCloud( material_id ) </h2></p>
|
||||
<p>
|
||||
Returns true if material is set to render with point cloud
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>materialIsTransparent [RCBasic Doc] </title>
|
||||
<title>MaterialIsTransparent [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function materialIsTransparent( material_id) </h2></p>
|
||||
<p><h2>function MaterialIsTransparent( material_id) </h2></p>
|
||||
<p>
|
||||
Returns true if material is transparent
|
||||
</p>
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
<head>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
|
||||
<title>materialIsWireframe [RCBasic Doc] </title>
|
||||
<title>MaterialIsWireframe [RCBasic Doc] </title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function materialIsWireframe( material_id) </h2></p>
|
||||
<p><h2>function MaterialIsWireframe( material_id ) </h2></p>
|
||||
<p>
|
||||
Returns true if the material is rendered with non-filled triangles
|
||||
</p>
|
||||
|
||||
@@ -1607,6 +1607,14 @@ ul, #myUL {
|
||||
|
||||
<li><a href="getan8scenename.html" target="main">GetAN8SceneName$</a></li>
|
||||
|
||||
<li><a href="createconemesh.html" target="main">CreateConeMesh</a></li>
|
||||
|
||||
<li><a href="createcylindermesh.html" target="main">CreateCylinderMesh</a></li>
|
||||
|
||||
<li><a href="createvolumelightmesh.html" target="main">CreateVolumeLightMesh</a></li>
|
||||
|
||||
<li><a href="deletean8.html" target="main">DeleteAN8</a></li>
|
||||
|
||||
|
||||
</ul>
|
||||
</li>
|
||||
|
||||
@@ -15,6 +15,11 @@
|
||||
Returns true if window was opened and false if a window could not be opened
|
||||
</p>
|
||||
<ul>
|
||||
<ul>
|
||||
<li>
|
||||
WINDOWPOS_CENTERED can be used to center the window
|
||||
</li>
|
||||
</ul>
|
||||
<li>
|
||||
w, h - The size of the window
|
||||
</li>
|
||||
@@ -23,6 +28,14 @@
|
||||
</li>
|
||||
<li>
|
||||
aa - The level of AntiAliasing
|
||||
<ul>
|
||||
<li>
|
||||
A value of 0 means no AntiAliasing which can improve performance
|
||||
</li>
|
||||
<li>
|
||||
If the value selected is not supported then a lower value will be selected internally
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>
|
||||
stencil_buffer (true / false) - determines whether stencil buffer will be used for shadows
|
||||
|
||||
@@ -11,6 +11,48 @@
|
||||
<p>
|
||||
Sets the angle the sprite is rotated by relative to its current rotation
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"RotateSprite"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeAngle <span class="rc_comment">'Variable to hold the sprites angle value </span><br>
|
||||
eyeAngle = <span class="rc_number">250</span> <br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_comment">'RotateSprite(eyeSprite, eyeAngle) </span><br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<span class="rc_comment">'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called. </span><br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> Key<b>(</b>K_SPACE<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
eyeAngle = <span class="rc_number">30</span> <br>
|
||||
RotateSprite<b>(</b>eyeSprite, eyeAngle<b>)</b> <br>
|
||||
ReleaseKey = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_SPACE<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">1</span> <span class="rc_keyword">then</span> <br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <span class="rc_comment">'Update automatically deals with drawing the sprites on the sprite canvas. </span><br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="setspriterotation.html">SetSpriteRotation</a>
|
||||
<a href="getspriterotation.html">GetSpriteRotation</a>
|
||||
|
||||
@@ -15,8 +15,8 @@
|
||||
A = <span class="rc_number">5</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> A < <span class="rc_number">10</span> <br>
|
||||
B = <span class="rc_number">1</span> <span class="rc_comment">'----- B is created inside this loop and cannot be accessed outside of this loop </span><br>
|
||||
A = A + <span class="rc_number">1</span> <span class="rc_comment">'----- A was created before this loop started so it will be able to be used after this loop ends </span><br>
|
||||
B = <span class="rc_number">1</span> <span class="rc_comment">'----- B is created inside this loop and cannot be accessed outside of this loop </span><br>
|
||||
A = A + <span class="rc_number">1</span> <span class="rc_comment">'----- A was created before this loop started so it will be able to be used after this loop ends </span><br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Print</span> B <br>
|
||||
|
||||
@@ -19,10 +19,10 @@
|
||||
LIGHT_TYPE_POINT
|
||||
</li>
|
||||
<li>
|
||||
LIGHT_TYPE_POINT
|
||||
LIGHT_TYPE_DIRECTIONAL
|
||||
</li>
|
||||
<li>
|
||||
LIGHT_TYPE_POINT
|
||||
LIGHT_TYPE_SPOT
|
||||
<br><p>Related:
|
||||
<a href="setlighttype.html">SetLightType</a>
|
||||
</p>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>Sub SetSpriteAnimation(sprite, animation) </h2></p>
|
||||
<p><h2>Sub SetSpriteAnimation(sprite, animation, num_loops) </h2></p>
|
||||
<p>
|
||||
Sets the current animation for a sprite
|
||||
</p>
|
||||
|
||||
@@ -14,6 +14,45 @@
|
||||
<p>
|
||||
Note: This is canvas position and not screen position
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpritePosition"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <span class="rc_comment">'Position on the canvas the sprite will initially be drawn. </span><br>
|
||||
<br>
|
||||
speed = <span class="rc_number">0.4</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
eyeSpriteX = eyeSpriteX + speed <span class="rc_comment">'Speed will be added to sprites X position, sprite will move to the right gradually </span><br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="opencanvasspritelayer.html">OpenCanvasSpriteLayer</a>
|
||||
<a href="createsprite.html">CreateSprite</a>
|
||||
</p>
|
||||
<p>
|
||||
|
||||
</body>
|
||||
|
||||
@@ -11,6 +11,40 @@
|
||||
<p>
|
||||
Sets the angle the sprite is rotated by
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteRotation"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeAngle <span class="rc_comment">'Variable to hold the sprites angle value </span><br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<span class="rc_comment">'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called. </span><br>
|
||||
<br>
|
||||
SetSpriteRotation<b>(</b>eyeSprite, eyeAngle<b>)</b> <br>
|
||||
<br>
|
||||
eyeAngle = eyeAngle + <span class="rc_number">0.3</span> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <span class="rc_comment">'Update automatically deals with drawing the sprites on the sprite canvas. </span><br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="getspriterotation.html">GetSpriteRotation</a>
|
||||
<a href="rotatesprite.html">RotateSprite</a>
|
||||
|
||||
@@ -11,6 +11,41 @@
|
||||
<p>
|
||||
Sets the scale of a sprite
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteScale"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeScale <span class="rc_comment">'Variable to hold the sprites scale </span><br>
|
||||
eyeScale = <span class="rc_number">2</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, <span class="rc_number">200</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
SetSpriteScale<b>(</b>eyeSprite2, eyeScale, eyeScale<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="scalesprite.html">ScaleSprite</a>
|
||||
<a href="getspritescale.html">GetSpriteScale</a>
|
||||
|
||||
@@ -11,6 +11,46 @@
|
||||
<p>
|
||||
Sets whether a sprite has physics and collision response enabled
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteSolid"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
eyeSprite2X = <span class="rc_number">400</span> <br>
|
||||
eyeSprite2Y = <span class="rc_number">125</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Setting the sprites as solid means they can collide with one another. </span><br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, eyeSprite2X, eyeSprite2Y<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite2, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
SetSpriteLinearVelocity<b>(</b>eyeSprite, <span class="rc_number">30</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
eyeSpriteX = eyeSpriteX + <span class="rc_number">0.5</span> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="spriteissolid.html">SpriteIsSolid</a>
|
||||
</p>
|
||||
|
||||
@@ -14,6 +14,38 @@
|
||||
<p>
|
||||
Note: This needs to be the same size as the current image source or you will have rendering issues
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteSource"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> frown <br>
|
||||
<span class="rc_keyword">DIM</span> frownW <br>
|
||||
<span class="rc_keyword">DIM</span> frownH <br>
|
||||
<br>
|
||||
frowny1 = LoadImage<b>(</b><span class="rc_string">"frowny1.png"</span><b>)</b> <br>
|
||||
frowny2 = LoadImage<b>(</b><span class="rc_string">"frowny2.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>frown, frownW, frownH<b>)</b> <br>
|
||||
<br>
|
||||
frownSprite = CreateSprite<b>(</b>frown, frownW, frownH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>frownSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<span class="rc_keyword">If</span> KEY<b>(</b>K_SPACE<b>)</b> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpriteSource<b>(</b>frownSprite, frowny2<b>)</b> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/frowny1.png" ></p>
|
||||
<p><img src="images/frowny2.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="getspritesource.html">GetSpriteSource</a>
|
||||
</p>
|
||||
|
||||
@@ -22,6 +22,144 @@
|
||||
SPRITE_TYPE_DYNAMIC
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Here is an example of SPRITE_TYPE_DYNAMIC:
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_comment">'This is showing SPRITE_TYPE_DYNAMIC </span><br>
|
||||
<br>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteType_Dynamic"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
eyeSprite2X = <span class="rc_number">400</span> <br>
|
||||
eyeSprite2Y = <span class="rc_number">125</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_comment">'When Sprites are created and physics activated there "type" is Dyanmic by default </span><br>
|
||||
<span class="rc_comment">'The sprites have collision and physics activated, so they can move and react to other bodies. </span><br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, eyeSprite2X, eyeSprite2Y<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite2, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
SetSpriteLinearVelocity<b>(</b>eyeSprite, <span class="rc_number">80</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
Here is an example of SPRITE_TYPE_STATIC:
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_comment">'This is showing SPRITE_TYPE_STATIC </span><br>
|
||||
<br>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteType_Static"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
eyeSprite2X = <span class="rc_number">400</span> <br>
|
||||
eyeSprite2Y = <span class="rc_number">125</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_comment">'When Sprites are created and physics activated there "type" is Dyanmic by default </span><br>
|
||||
<span class="rc_comment">'The sprites have collision and physics activated, so they can move and react to other bodies. </span><br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, eyeSprite2X, eyeSprite2Y<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite2, <span class="rc_number">1</span><b>)</b> <br>
|
||||
SetSpriteType<b>(</b>eyeSprite2, SPRITE_TYPE_STATIC<b>)</b> <span class="rc_comment">'When a sprite is made solid nothing can move it </span><br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
SetSpriteLinearVelocity<b>(</b>eyeSprite, <span class="rc_number">80</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
Finally here is an example of SPRITE_TYPE_KINEMATIC:
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_comment">'This is showing SPRITE_TYPE_KINEMATIC </span><br>
|
||||
<br>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteType_Kinematic"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
eyeSprite2X = <span class="rc_number">400</span> <br>
|
||||
eyeSprite2Y = <span class="rc_number">125</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <br>
|
||||
SetSpriteType<b>(</b>eyeSprite, SPRITE_TYPE_KINEMATIC<b>)</b> <span class="rc_comment">'KINEMATIC type makes the sprite able to be moved, but it does not react to dynamic bodies. </span><br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, eyeSprite2X, eyeSprite2Y<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite2, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
SetSpriteLinearVelocity<b>(</b>eyeSprite, <span class="rc_number">80</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="getspritetype.html">GetSpriteType</a>
|
||||
</p>
|
||||
|
||||
@@ -7,12 +7,45 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>Sub SetSpriteVisible(sprite, flag) </h2></p>
|
||||
<p><h2>Function SetSpriteVisible(sprite, flag) </h2></p>
|
||||
<p>
|
||||
Sets whether the sprite is visible
|
||||
Set the sprite visible with the flAG
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteVisible"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> spriteTimer : spriteTimer = Timer<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">DIM</span> spriteTimerDiff : spriteTimerDiff = <span class="rc_number">2000</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<span class="rc_keyword">If</span> Timer<b>(</b><b>)</b> - spriteTimer > spriteTimerDiff <span class="rc_keyword">Then</span> <br>
|
||||
SetSpriteVisible<b>(</b>eyeSprite, <span class="rc_number">0</span><b>)</b> <span class="rc_comment">'Set sprite visible flag to 0 or false and it will become not visible </span><br>
|
||||
<span class="rc_keyword">Print</span> <b>(</b><span class="rc_string">"Function Called"</span><b>)</b> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="spriteisvisible.html">SpriteIsVisible</a>
|
||||
<a href="setspritevisible.html">SetSpriteVisible</a>
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -14,6 +14,54 @@
|
||||
<p>
|
||||
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"ScaleSprite"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> sword <br>
|
||||
<span class="rc_keyword">DIM</span> swordW <br>
|
||||
<span class="rc_keyword">DIM</span> swordH <br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
sword = LoadImage<b>(</b><span class="rc_string">"sword.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>sword, swordW, swordH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
SetSpriteZ<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<br>
|
||||
swordSprite = CreateSprite<b>(</b>sword, swordW, swordH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>swordSprite, <span class="rc_number">89</span>, <span class="rc_number">75</span><b>)</b> <br>
|
||||
SetSpriteZ<b>(</b>swordSprite, <span class="rc_number">5</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> Key<b>(</b>K_SPACE<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpriteZ<b>(</b>eyeSprite, <span class="rc_number">10</span><b>)</b> <span class="rc_comment">'This will cause the eye to be drawn behind the sword </span><br>
|
||||
ReleaseKey = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_UP<b>)</b> <span class="rc_keyword">And</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_DOWN<b>)</b> <span class="rc_keyword">And</span> ReleaseKey = <span class="rc_number">1</span> <span class="rc_keyword">then</span> <br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p><img src="images/sword.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="spritez.html">SpriteZ</a>
|
||||
</p>
|
||||
|
||||
@@ -11,6 +11,49 @@
|
||||
<p>
|
||||
Returns the frame height of a sprite
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SpriteHeight"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eSpriteHeight <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
eSpriteHeight = SpriteHeight<b>(</b>eyeSprite<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"EyeSprite Height "</span> + STR$<b>(</b>eSpriteHeight<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">50</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="spritewidth.html">SpriteWidth</a>
|
||||
<a href="getspritesize.html">GetSpriteSize</a>
|
||||
|
||||
@@ -11,6 +11,51 @@
|
||||
<p>
|
||||
Returns true if a sprite is has physics and collision response enabled
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SpriteIsSolid"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> trigger : trigger = <span class="rc_number">0</span> <br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
eyeSprite2X = <span class="rc_number">400</span> <br>
|
||||
eyeSprite2Y = <span class="rc_number">125</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Setting the sprites as solid means they can collide with one another. </span><br>
|
||||
<br>
|
||||
eyeSprite2 = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite2, eyeSprite2X, eyeSprite2Y<b>)</b> <br>
|
||||
SetSpriteSolid<b>(</b>eyeSprite2, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
SetSpriteLinearVelocity<b>(</b>eyeSprite, <span class="rc_number">30</span>, <span class="rc_number">0</span><b>)</b> <br>
|
||||
eyeSpriteX = eyeSpriteX + <span class="rc_number">0.5</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> SpriteIsSolid<b>(</b>eyeSprite2<b>)</b> <span class="rc_keyword">And</span> trigger = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <span class="rc_string">"Yup I'm solid!"</span> <br>
|
||||
trigger = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="setspritesolid.html">SetSpriteSolid</a>
|
||||
</p>
|
||||
|
||||
@@ -11,6 +11,47 @@
|
||||
<p>
|
||||
Returns whether the sprite is visible
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SetSpriteVisible"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> spriteTimer : spriteTimer = Timer<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">DIM</span> spriteTimerDiff : spriteTimerDiff = <span class="rc_number">2000</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
SetSpriteVisible<b>(</b>eyeSprite, <span class="rc_number">0</span><b>)</b> <span class="rc_comment">'Set the flag to 0 for not visible </span><br>
|
||||
<br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<span class="rc_keyword">If</span> Timer<b>(</b><b>)</b> - spriteTimer > spriteTimerDiff <span class="rc_keyword">Then</span> <br>
|
||||
SetSpriteVisible<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<span class="rc_keyword">Print</span> <b>(</b><span class="rc_string">"Function Called"</span><b>)</b> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> SpriteIsVisible<b>(</b>eyeSprite<b>)</b> <span class="rc_keyword">Then</span> <br>
|
||||
<span class="rc_keyword">Print</span> <b>(</b><span class="rc_string">"Sprite is Visible"</span><b>)</b> <br>
|
||||
<span class="rc_keyword">else</span> <br>
|
||||
<span class="rc_keyword">Print</span> <b>(</b><span class="rc_string">"Sprite is not visible"</span><b>)</b> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<br><p>Related:
|
||||
<a href="setspritevisible.html">SetSpriteVisible</a>
|
||||
</p>
|
||||
|
||||
@@ -11,6 +11,49 @@
|
||||
<p>
|
||||
Returns the frame width of a sprite
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SpriteWidth"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eSpriteWidth <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
<br>
|
||||
eSpriteWidth = SpriteWidth<b>(</b>eyeSprite<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"EyeSprite Width "</span> + STR$<b>(</b>eSpriteWidth<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="spriteheight.html">SpriteHeight</a>
|
||||
<a href="getspritesize.html">GetSpriteSize</a>
|
||||
|
||||
@@ -11,6 +11,66 @@
|
||||
<p>
|
||||
Returns the X position of a sprite on a canvas
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SpriteX"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeX <span class="rc_comment">'Variables to pass into the function for holding the x value </span><br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
destX = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
clearcanvas<b>(</b><b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <span class="rc_comment">'change to the sprite canvas for drawing sprites </span><br>
|
||||
<span class="rc_keyword">If</span> SpriteX<b>(</b>eyeSprite<b>)</b> < <span class="rc_number">450</span> <span class="rc_keyword">And</span> destX = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
eyeSpriteX = eyeSpriteX + <span class="rc_number">0.5</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> SpriteX<b>(</b>eyeSprite<b>)</b> >= <span class="rc_number">440</span> <span class="rc_keyword">And</span> destX = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
destX = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_comment">'eyeSpriteX = SpriteX(eyeSprite) </span><br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> destX = <span class="rc_number">1</span> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
eyeSpriteX = eyeSpriteX - <span class="rc_number">0.5</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <br>
|
||||
eyeX = SpriteX<b>(</b>eyeSprite<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"Sprite X: "</span> + STR$<b>(</b>eyeX<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="spritey.html">SpriteY</a>
|
||||
<a href="setspriteposition.html">SetSpritePosition</a>
|
||||
|
||||
@@ -11,10 +11,70 @@
|
||||
<p>
|
||||
Returns the Y position of a sprite on a canvas
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"SpriteY"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeY <span class="rc_comment">'Variables to pass into the function for holding the y value </span><br>
|
||||
eyeSpriteX = <span class="rc_number">100</span> <br>
|
||||
eyeSpriteY = <span class="rc_number">100</span> <br>
|
||||
destY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
clearcanvas<b>(</b><b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <span class="rc_comment">'change to the sprite canvas for drawing sprites </span><br>
|
||||
<span class="rc_keyword">If</span> SpriteY<b>(</b>eyeSprite<b>)</b> < <span class="rc_number">450</span> <span class="rc_keyword">And</span> destY = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
eyeSpriteY = eyeSpriteY + <span class="rc_number">0.5</span> <br>
|
||||
<span class="rc_keyword">ElseIf</span> SpriteY<b>(</b>eyeSprite<b>)</b> >= <span class="rc_number">440</span> <span class="rc_keyword">And</span> destY = <span class="rc_number">0</span> <span class="rc_keyword">Then</span> <br>
|
||||
destY = <span class="rc_number">1</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">If</span> destY = <span class="rc_number">1</span> <span class="rc_keyword">Then</span> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, eyeSpriteX, eyeSpriteY<b>)</b> <br>
|
||||
eyeSpriteY = eyeSpriteY - <span class="rc_number">0.5</span> <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">If</span> <br>
|
||||
<br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <br>
|
||||
eyeY = SpriteY<b>(</b>eyeSprite<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"Sprite Y: "</span> + STR$<b>(</b>eyeY<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="spritex.html">SpriteX</a>
|
||||
<a href="setspriteposition.html">SetSpritePosition</a>
|
||||
<a href="getspriteposition.html">GetSpritePosition</a>
|
||||
<a href="spritex.html">SpriteX</a>
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -14,6 +14,66 @@
|
||||
<p>
|
||||
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
isFullScreen = <span class="rc_keyword">false</span> <br>
|
||||
vSync = <span class="rc_keyword">true</span> <br>
|
||||
winWidth = <span class="rc_number">640</span> <br>
|
||||
winHeight = <span class="rc_number">480</span> <br>
|
||||
canViewPortX = <span class="rc_number">0</span> <br>
|
||||
canViewPortY = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
OpenWindow<b>(</b><span class="rc_string">"ScaleSprite"</span>, winWidth, winHeight, isFullScreen, vSync<b>)</b> <br>
|
||||
pCanvas = OpenCanvas<b>(</b><span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">0</span>, <span class="rc_number">0</span>, <span class="rc_number">200</span>, <span class="rc_number">80</span>, <span class="rc_number">1</span><b>)</b> <span class="rc_comment">'Need to open a canvas for drawing the text </span><br>
|
||||
sCanvas = OpenCanvasSpriteLayer<b>(</b>canViewPortX, canViewPortY, winWidth, winHeight<b>)</b> <br>
|
||||
Canvas<b>(</b>sCanvas<b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> eye <br>
|
||||
<span class="rc_keyword">DIM</span> eyeW <br>
|
||||
<span class="rc_keyword">DIM</span> eyeH <br>
|
||||
<span class="rc_keyword">DIM</span> eyeZ <br>
|
||||
<span class="rc_keyword">DIM</span> sword <br>
|
||||
<span class="rc_keyword">DIM</span> swordW <br>
|
||||
<span class="rc_keyword">DIM</span> swordH <br>
|
||||
<span class="rc_keyword">DIM</span> swordZ <br>
|
||||
ReleaseKey = <span class="rc_number">0</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">DIM</span> font1 <br>
|
||||
<br>
|
||||
Font1 = LoadFont<b>(</b><span class="rc_string">"DripOctober.ttf"</span>, <span class="rc_number">16</span><b>)</b> <br>
|
||||
SetFont<b>(</b>Font1<b>)</b> <br>
|
||||
SetColor<b>(</b>RGB<b>(</b><span class="rc_number">100</span>, <span class="rc_number">200</span>, <span class="rc_number">200</span><b>)</b><b>)</b> <br>
|
||||
<br>
|
||||
eye = LoadImage<b>(</b><span class="rc_string">"theEye.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
<br>
|
||||
sword = LoadImage<b>(</b><span class="rc_string">"sword.png"</span><b>)</b> <br>
|
||||
GetImageSize<b>(</b>sword, swordW, swordH<b>)</b> <br>
|
||||
<br>
|
||||
eyeSprite = CreateSprite<b>(</b>eye, eyeW, eyeH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>eyeSprite, <span class="rc_number">100</span>, <span class="rc_number">100</span><b>)</b> <br>
|
||||
SetSpriteZ<b>(</b>eyeSprite, <span class="rc_number">1</span><b>)</b> <br>
|
||||
<br>
|
||||
swordSprite = CreateSprite<b>(</b>sword, swordW, swordH<b>)</b> <br>
|
||||
SetSpritePosition<b>(</b>swordSprite, <span class="rc_number">89</span>, <span class="rc_number">75</span><b>)</b> <br>
|
||||
SetSpriteZ<b>(</b>swordSprite, <span class="rc_number">5</span><b>)</b> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">While</span> <span class="rc_keyword">Not</span> Key<b>(</b>K_ESCAPE<b>)</b> <br>
|
||||
<br>
|
||||
swordZ = SpriteZ<b>(</b>swordSprite<b>)</b> <br>
|
||||
eyeZ = SpriteZ<b>(</b>eyeSprite<b>)</b> <br>
|
||||
<br>
|
||||
Canvas<b>(</b>pCanvas<b>)</b> <span class="rc_comment">'change to the standard drawing canvas for drawing text </span><br>
|
||||
DrawText<b>(</b><span class="rc_string">"Eye Sprite Z: "</span> + STR$<b>(</b>eyeZ<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">30</span><b>)</b> <br>
|
||||
DrawText<b>(</b><span class="rc_string">"Sword Sprite Z: "</span> + STR$<b>(</b>swordZ<b>)</b>, <span class="rc_number">10</span>, <span class="rc_number">50</span><b>)</b> <br>
|
||||
<br>
|
||||
Update<b>(</b><b>)</b> <br>
|
||||
<span class="rc_keyword">Wend</span> <br>
|
||||
</code></p>
|
||||
<p><img src="images/theEye.png" ></p>
|
||||
<p><img src="images/sword.png" ></p>
|
||||
<p>
|
||||
<br> <a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a> <br>
|
||||
</p>
|
||||
<br><p>Related:
|
||||
<a href="setspritez.html">SetSpriteZ</a>
|
||||
</p>
|
||||
|
||||
@@ -17,6 +17,14 @@
|
||||
</li>
|
||||
<li>
|
||||
transition_time - The amount of time to transition
|
||||
<ul>
|
||||
<li>
|
||||
The shorter the time is, the faster the transition will be
|
||||
</li>
|
||||
<li>
|
||||
Time is in seconds
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<br><p>Related:
|
||||
|
||||
@@ -7,9 +7,9 @@
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<p><h2>function TCP_AcceptSocket(server, client) </h2></p>
|
||||
<p><h2>function TCP_AcceptSocket(server) </h2></p>
|
||||
<p>
|
||||
Attempts to accept a connection from a server socket. If successful it will open a client socket to communicate with the server and return true. If it fails it will return false.
|
||||
Attempts to accept a connection from a server socket. If successful it will return a client socket id. If it fails it will return -1.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Type</span> player <br>
|
||||
<span class="rc_keyword">Dim</span> x, y <br>
|
||||
<span class="rc_keyword">Dim</span> x, y <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Type</span> <br>
|
||||
</code></p>
|
||||
<p>
|
||||
@@ -46,13 +46,13 @@
|
||||
</p>
|
||||
<p id="rc_code"><code>
|
||||
<span class="rc_keyword">Type</span> Player_Stats <br>
|
||||
<span class="rc_keyword">Dim</span> health <br>
|
||||
<span class="rc_keyword">Dim</span> power <br>
|
||||
<span class="rc_keyword">Dim</span> health <br>
|
||||
<span class="rc_keyword">Dim</span> power <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Type</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Type</span> Player <br>
|
||||
<span class="rc_keyword">Dim</span> x, y <br>
|
||||
<span class="rc_keyword">Dim</span> stats <span class="rc_keyword">As</span> Player_Stats <br>
|
||||
<span class="rc_keyword">Dim</span> x, y <br>
|
||||
<span class="rc_keyword">Dim</span> stats <span class="rc_keyword">As</span> Player_Stats <br>
|
||||
<span class="rc_keyword">End</span> <span class="rc_keyword">Type</span> <br>
|
||||
<br>
|
||||
<span class="rc_keyword">Dim</span> hero <span class="rc_keyword">As</span> Player <br>
|
||||
|
||||
@@ -20,6 +20,17 @@
|
||||
</li>
|
||||
<li>
|
||||
Checks for every event on the window
|
||||
<ul>
|
||||
<li>
|
||||
Keyboard and Mouse Events
|
||||
</li>
|
||||
<li>
|
||||
Joystick Events
|
||||
</li>
|
||||
<li>
|
||||
Window Control Events (minimize, maximize, close, etc.)
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>
|
||||
Updates the physics simulation for 2D and 3D objects if enabled
|
||||
|
||||
@@ -352,6 +352,15 @@ bool memberExists(string member_name)
|
||||
bool add_type_member(string member_name, int member_type, string member_utype_name, int member_dim_count, string dim1 = "n0", string dim2 = "n0", string dim3 = "n0")
|
||||
{
|
||||
int m_utype_index = member_utype_name.compare("")!=0 ? getUType(member_utype_name) : -1;
|
||||
|
||||
//cout << "m_utype_index = " << m_utype_index << " : " << member_utype_name << endl;
|
||||
|
||||
if((member_utype_name.compare("")!=0) && m_utype_index < 0)
|
||||
{
|
||||
rc_setError(member_utype_name + " does not name a valid type");
|
||||
return false;
|
||||
}
|
||||
|
||||
if(m_utype_index == current_type_index)
|
||||
{
|
||||
//cout << "you canno do is" << endl;
|
||||
|
||||
@@ -644,11 +644,15 @@ rc_deleteMesh( DELETEMESH_MESH )
|
||||
rc_createMesh( )
|
||||
rc_addMeshBuffer( ADDMESHBUFFER_MESH, ADDMESHBUFFER_VERTEX_COUNT, &ADDMESHBUFFER_VERTEX_DATA, &ADDMESHBUFFER_NORMAL_DATA, &ADDMESHBUFFER_UV_DATA, ADDMESHBUFFER_INDEX_COUNT, &ADDMESHBUFFER_INDEX_DATA )
|
||||
rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ )
|
||||
rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H )
|
||||
rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H, CREATEPLANEMESH_TXREPEAT_X, CREATEPLANEMESH_TXREPEAT_Y )
|
||||
rc_loadAN8( LOADAN8_AN8_FILE$ )
|
||||
rc_loadMeshFromAN8( LOADMESHFROMAN8_AN8_PROJECT, LOADMESHFROMAN8_AN8_SCENE$ )
|
||||
rc_getNumAN8Scenes( GETNUMAN8SCENES_AN8_PROJECT )
|
||||
rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM )
|
||||
rc_createConeMesh( CREATECONEMESH_RADIUS, CREATECONEMESH_CONE_LENGTH, CREATECONEMESH_TESSELATION, CREATECONEMESH_TOP_COLOR, CREATECONEMESH_BOTTOM_COLOR )
|
||||
rc_createCylinderMesh( CREATECYLINDERMESH_RADIUS, CREATECYLINDERMESH_CYLINDER_LENGTH, CREATECYLINDERMESH_TESSELATION, CREATECYLINDERMESH_COLOR, CREATECYLINDERMESH_CLOSE_TOP )
|
||||
rc_createVolumeLightMesh( CREATEVOLUMELIGHTMESH_U, CREATEVOLUMELIGHTMESH_V, CREATEVOLUMELIGHTMESH_FOOT_COLOR, CREATEVOLUMELIGHTMESH_TAIL_COLOR, CREATEVOLUMELIGHTMESH_LP_DISTANCE, CREATEVOLUMELIGHTMESH_DIM_X, CREATEVOLUMELIGHTMESH_DIM_Y, CREATEVOLUMELIGHTMESH_DIM_Z )
|
||||
rc_deleteAN8( DELETEAN8_AN8_PROJECT )
|
||||
rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH )
|
||||
rc_createOctreeActor( CREATEOCTREEACTOR_MESH )
|
||||
rc_createCubeActor( CREATECUBEACTOR_CUBE_SIZE )
|
||||
|
||||
@@ -3,8 +3,12 @@ sub DeleteMesh( mesh )
|
||||
function CreateMesh( )
|
||||
sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data )
|
||||
function LoadMeshFromArchive( archive$, mesh_file$ )
|
||||
Function CreatePlaneMesh( w, h, tileCount_w, tileCount_h )
|
||||
Function CreatePlaneMesh( w, h, tileCount_w, tileCount_h, txRepeat_x, txRepeat_y )
|
||||
Function LoadAN8( an8_file$ )
|
||||
Function LoadMeshFromAN8(an8_project, an8_scene$)
|
||||
Function GetNumAN8Scenes(an8_project)
|
||||
Function GetAN8SceneName$(an8_project, scene_num)
|
||||
Function CreateConeMesh( radius, cone_length, tesselation, top_color, bottom_color )
|
||||
Function CreateCylinderMesh( radius, cylinder_length, tesselation, color, close_top )
|
||||
Function CreateVolumeLightMesh( u, v, foot_color, tail_color, lp_distance, dim_x, dim_y, dim_z )
|
||||
Sub DeleteAN8( an8_project )
|
||||
|
||||
@@ -145,7 +145,7 @@ bool rc_preprocessor()
|
||||
}
|
||||
}
|
||||
|
||||
cout << "\nDEBUG INCLUDE ABS_PATH:" << inc_file.filename << endl << endl;
|
||||
//cout << "\nDEBUG INCLUDE ABS_PATH:" << inc_file.filename << endl << endl;
|
||||
inc_file.line_number = 0;
|
||||
inc_file.line_position = 0;
|
||||
inc_file.dbg_inc_index = inc_files.size();
|
||||
@@ -920,7 +920,7 @@ int main(int argc, char * argv[])
|
||||
|
||||
//DEBUG START
|
||||
//chdir("/home/n00b/Programs/RCBasic_v400_Linux64/examples/Spinning Axis");
|
||||
//rc_filename = "/home/n00b/Programs/RCBasic_v400_Linux64/examples/Spinning Axis/main.bas";
|
||||
//rc_filename = "/home/n00b/test/stp/serenity_main.bas";
|
||||
//rc_filename = "/home/n00b/Downloads/Tile Scrolling/main.bas";
|
||||
//rc_filename = "/home/n00b/Programs/RCBasic_v400_Linux64/examples/Constraint/main.bas";
|
||||
//rc_filename = "/home/n00b/Programs/RCBasic_v400_Linux64/examples/Simple 3D Platformer/main.bas";
|
||||
@@ -957,7 +957,7 @@ int main(int argc, char * argv[])
|
||||
|
||||
if(rc_filename.compare("--version")==0)
|
||||
{
|
||||
cout << "RCBASIC Compiler v4.1" << endl;
|
||||
cout << "RCBASIC Compiler v4.2a" << endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -3404,9 +3404,10 @@ bool check_rule()
|
||||
{
|
||||
if(current_block_state == BLOCK_STATE_TYPE)
|
||||
{
|
||||
//cout << "adding type member" << endl;
|
||||
//cout << "adding type member: " << id_name << ", " << id_type << endl;
|
||||
if(!add_type_member(id_name, id_type, "", 0))
|
||||
{
|
||||
//std::cout << "error" << std::endl;
|
||||
//cout << rc_getError() << endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -1940,6 +1940,8 @@ void init_embedded_functions()
|
||||
add_embedded_arg("h", ID_TYPE_NUM);
|
||||
add_embedded_arg("tileCount_w", ID_TYPE_NUM);
|
||||
add_embedded_arg("tileCount_h", ID_TYPE_NUM);
|
||||
add_embedded_arg("txRepeat_x", ID_TYPE_NUM);
|
||||
add_embedded_arg("txRepeat_y", ID_TYPE_NUM);
|
||||
embed_function("LoadAN8", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("an8_file$", ID_TYPE_STR);
|
||||
embed_function("LoadMeshFromAN8", ID_TYPE_FN_NUM);
|
||||
@@ -1950,6 +1952,29 @@ void init_embedded_functions()
|
||||
embed_function("GetAN8SceneName$", ID_TYPE_FN_STR);
|
||||
add_embedded_arg("an8_project", ID_TYPE_NUM);
|
||||
add_embedded_arg("scene_num", ID_TYPE_NUM);
|
||||
embed_function("CreateConeMesh", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("radius", ID_TYPE_NUM);
|
||||
add_embedded_arg("cone_length", ID_TYPE_NUM);
|
||||
add_embedded_arg("tesselation", ID_TYPE_NUM);
|
||||
add_embedded_arg("top_color", ID_TYPE_NUM);
|
||||
add_embedded_arg("bottom_color", ID_TYPE_NUM);
|
||||
embed_function("CreateCylinderMesh", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("radius", ID_TYPE_NUM);
|
||||
add_embedded_arg("cylinder_length", ID_TYPE_NUM);
|
||||
add_embedded_arg("tesselation", ID_TYPE_NUM);
|
||||
add_embedded_arg("color", ID_TYPE_NUM);
|
||||
add_embedded_arg("close_top", ID_TYPE_NUM);
|
||||
embed_function("CreateVolumeLightMesh", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("u", ID_TYPE_NUM);
|
||||
add_embedded_arg("v", ID_TYPE_NUM);
|
||||
add_embedded_arg("foot_color", ID_TYPE_NUM);
|
||||
add_embedded_arg("tail_color", ID_TYPE_NUM);
|
||||
add_embedded_arg("lp_distance", ID_TYPE_NUM);
|
||||
add_embedded_arg("dim_x", ID_TYPE_NUM);
|
||||
add_embedded_arg("dim_y", ID_TYPE_NUM);
|
||||
add_embedded_arg("dim_z", ID_TYPE_NUM);
|
||||
embed_function("DeleteAN8", ID_TYPE_SUB);
|
||||
add_embedded_arg("an8_project", ID_TYPE_NUM);
|
||||
embed_function("CreateAnimatedActor", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("mesh", ID_TYPE_NUM);
|
||||
embed_function("CreateOctreeActor", ID_TYPE_FN_NUM);
|
||||
|
||||
Binary file not shown.
@@ -1,5 +1,5 @@
|
||||
# depslib dependency file v1.0
|
||||
1735455479 source:/home/n00b/Projects/RCBASIC4/rcbasic_build/main.cpp
|
||||
1737949758 source:/home/n00b/Projects/RCBASIC4/rcbasic_build/main.cpp
|
||||
<iostream>
|
||||
<stack>
|
||||
<vector>
|
||||
@@ -14,7 +14,7 @@
|
||||
"env_resolve.h"
|
||||
"identifier.h"
|
||||
|
||||
1735169600 /home/n00b/Projects/RCBASIC4/rcbasic_build/tokenizer.h
|
||||
1737864366 /home/n00b/Projects/RCBASIC4/rcbasic_build/tokenizer.h
|
||||
<iostream>
|
||||
<string>
|
||||
<cctype>
|
||||
@@ -37,14 +37,14 @@
|
||||
1734372057 /home/n00b/Projects/RCBASIC4/rcbasic_build/constants.h
|
||||
<vector>
|
||||
|
||||
1734900354 /home/n00b/Projects/RCBASIC4/rcbasic_build/parser.h
|
||||
1737950078 /home/n00b/Projects/RCBASIC4/rcbasic_build/parser.h
|
||||
"tokenizer.h"
|
||||
"identifier.h"
|
||||
"rc_global.h"
|
||||
"constants.h"
|
||||
<inttypes.h>
|
||||
|
||||
1734372966 /home/n00b/Projects/RCBASIC4/rcbasic_build/identifier.h
|
||||
1737900569 /home/n00b/Projects/RCBASIC4/rcbasic_build/identifier.h
|
||||
<inttypes.h>
|
||||
<stack>
|
||||
"rc_global.h"
|
||||
@@ -54,7 +54,7 @@
|
||||
1734372057 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_global.h
|
||||
<inttypes.h>
|
||||
|
||||
1734919451 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_builtin.h
|
||||
1737863743 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_builtin.h
|
||||
"identifier.h"
|
||||
|
||||
1734372057 /home/n00b/Projects/RCBASIC4/rcbasic_build/rc_vm_asm.h
|
||||
|
||||
@@ -2,16 +2,6 @@
|
||||
<CodeBlocks_layout_file>
|
||||
<FileVersion major="1" minor="0" />
|
||||
<ActiveTarget name="Debug" />
|
||||
<File name="keywords.h" open="0" top="0" tabpos="25" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="105" topLine="17" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="rc_builtin.h" open="0" top="0" tabpos="6" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="112317" topLine="2509" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="rc_utility.h" open="0" top="0" tabpos="27" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="1747" topLine="35" />
|
||||
@@ -22,24 +12,23 @@
|
||||
<Cursor1 position="13014" topLine="163" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="tokenizer.h" open="1" top="0" tabpos="2" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<File name="keywords.h" open="0" top="0" tabpos="25" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="46572" topLine="1213" />
|
||||
<Cursor1 position="105" topLine="17" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="rc_vm_asm.h" open="0" top="0" tabpos="3" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<File name="main.cpp" open="0" top="0" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="41761" topLine="1347" />
|
||||
<Cursor1 position="28622" topLine="802" />
|
||||
</Cursor>
|
||||
<Folding>
|
||||
<Collapse line="305" />
|
||||
<Collapse line="362" />
|
||||
</Folding>
|
||||
</File>
|
||||
<File name="parser.h" open="0" top="0" tabpos="24" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<File name="rc_builtin.h" open="0" top="0" tabpos="6" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="61118" topLine="1640" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="env_resolve.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="615" topLine="32" />
|
||||
<Cursor1 position="112317" topLine="2509" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="constants.h" open="0" top="0" tabpos="10" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
@@ -47,14 +36,32 @@
|
||||
<Cursor1 position="0" topLine="0" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="identifier.h" open="0" top="0" tabpos="26" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<File name="tokenizer.h" open="0" top="0" tabpos="2" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="525" topLine="5" />
|
||||
<Cursor1 position="15842" topLine="442" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="main.cpp" open="1" top="1" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<File name="env_resolve.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="29859" topLine="903" />
|
||||
<Cursor1 position="615" topLine="32" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="parser.h" open="0" top="0" tabpos="24" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="136748" topLine="3309" />
|
||||
</Cursor>
|
||||
<Folding>
|
||||
<Collapse line="6341" />
|
||||
</Folding>
|
||||
</File>
|
||||
<File name="rc_vm_asm.h" open="0" top="0" tabpos="3" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="41761" topLine="1347" />
|
||||
</Cursor>
|
||||
</File>
|
||||
<File name="identifier.h" open="0" top="0" tabpos="26" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
|
||||
<Cursor>
|
||||
<Cursor1 position="9544" topLine="341" />
|
||||
</Cursor>
|
||||
</File>
|
||||
</CodeBlocks_layout_file>
|
||||
|
||||
@@ -1934,6 +1934,8 @@ add_embedded_arg("w", ID_TYPE_NUM);
|
||||
add_embedded_arg("h", ID_TYPE_NUM);
|
||||
add_embedded_arg("tileCount_w", ID_TYPE_NUM);
|
||||
add_embedded_arg("tileCount_h", ID_TYPE_NUM);
|
||||
add_embedded_arg("txRepeat_x", ID_TYPE_NUM);
|
||||
add_embedded_arg("txRepeat_y", ID_TYPE_NUM);
|
||||
embed_function("LoadAN8", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("an8_file$", ID_TYPE_STR);
|
||||
embed_function("LoadMeshFromAN8", ID_TYPE_FN_NUM);
|
||||
@@ -1944,6 +1946,29 @@ add_embedded_arg("an8_project", ID_TYPE_NUM);
|
||||
embed_function("GetAN8SceneName$", ID_TYPE_FN_STR);
|
||||
add_embedded_arg("an8_project", ID_TYPE_NUM);
|
||||
add_embedded_arg("scene_num", ID_TYPE_NUM);
|
||||
embed_function("CreateConeMesh", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("radius", ID_TYPE_NUM);
|
||||
add_embedded_arg("cone_length", ID_TYPE_NUM);
|
||||
add_embedded_arg("tesselation", ID_TYPE_NUM);
|
||||
add_embedded_arg("top_color", ID_TYPE_NUM);
|
||||
add_embedded_arg("bottom_color", ID_TYPE_NUM);
|
||||
embed_function("CreateCylinderMesh", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("radius", ID_TYPE_NUM);
|
||||
add_embedded_arg("cylinder_length", ID_TYPE_NUM);
|
||||
add_embedded_arg("tesselation", ID_TYPE_NUM);
|
||||
add_embedded_arg("color", ID_TYPE_NUM);
|
||||
add_embedded_arg("close_top", ID_TYPE_NUM);
|
||||
embed_function("CreateVolumeLightMesh", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("u", ID_TYPE_NUM);
|
||||
add_embedded_arg("v", ID_TYPE_NUM);
|
||||
add_embedded_arg("foot_color", ID_TYPE_NUM);
|
||||
add_embedded_arg("tail_color", ID_TYPE_NUM);
|
||||
add_embedded_arg("lp_distance", ID_TYPE_NUM);
|
||||
add_embedded_arg("dim_x", ID_TYPE_NUM);
|
||||
add_embedded_arg("dim_y", ID_TYPE_NUM);
|
||||
add_embedded_arg("dim_z", ID_TYPE_NUM);
|
||||
embed_function("DeleteAN8", ID_TYPE_SUB);
|
||||
add_embedded_arg("an8_project", ID_TYPE_NUM);
|
||||
embed_function("CreateAnimatedActor", ID_TYPE_FN_NUM);
|
||||
add_embedded_arg("mesh", ID_TYPE_NUM);
|
||||
embed_function("CreateOctreeActor", ID_TYPE_FN_NUM);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1965,7 +1965,7 @@ case FN_LoadMeshFromArchive: //Number Function
|
||||
rc_push_num(rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ ));
|
||||
break;
|
||||
case FN_CreatePlaneMesh: //Number Function
|
||||
rc_push_num(rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H ));
|
||||
rc_push_num(rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H, CREATEPLANEMESH_TXREPEAT_X, CREATEPLANEMESH_TXREPEAT_Y ));
|
||||
break;
|
||||
case FN_LoadAN8: //Number Function
|
||||
rc_push_num(rc_loadAN8( LOADAN8_AN8_FILE$ ));
|
||||
@@ -1979,6 +1979,18 @@ case FN_GetNumAN8Scenes: //Number Function
|
||||
case FN_GetAN8SceneName$: //String Function
|
||||
rc_push_str(rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM ));
|
||||
break;
|
||||
case FN_CreateConeMesh: //Number Function
|
||||
rc_push_num(rc_createConeMesh( CREATECONEMESH_RADIUS, CREATECONEMESH_CONE_LENGTH, CREATECONEMESH_TESSELATION, CREATECONEMESH_TOP_COLOR, CREATECONEMESH_BOTTOM_COLOR ));
|
||||
break;
|
||||
case FN_CreateCylinderMesh: //Number Function
|
||||
rc_push_num(rc_createCylinderMesh( CREATECYLINDERMESH_RADIUS, CREATECYLINDERMESH_CYLINDER_LENGTH, CREATECYLINDERMESH_TESSELATION, CREATECYLINDERMESH_COLOR, CREATECYLINDERMESH_CLOSE_TOP ));
|
||||
break;
|
||||
case FN_CreateVolumeLightMesh: //Number Function
|
||||
rc_push_num(rc_createVolumeLightMesh( CREATEVOLUMELIGHTMESH_U, CREATEVOLUMELIGHTMESH_V, CREATEVOLUMELIGHTMESH_FOOT_COLOR, CREATEVOLUMELIGHTMESH_TAIL_COLOR, CREATEVOLUMELIGHTMESH_LP_DISTANCE, CREATEVOLUMELIGHTMESH_DIM_X, CREATEVOLUMELIGHTMESH_DIM_Y, CREATEVOLUMELIGHTMESH_DIM_Z ));
|
||||
break;
|
||||
case FN_DeleteAN8: //Sub Procedure
|
||||
rc_deleteAN8( DELETEAN8_AN8_PROJECT );
|
||||
break;
|
||||
case FN_CreateAnimatedActor: //Number Function
|
||||
rc_push_num(rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH ));
|
||||
break;
|
||||
|
||||
@@ -1240,6 +1240,20 @@ string rc_keywordToken(string sline)
|
||||
return "<num>1";
|
||||
else if(sline.compare("SPRITE_TYPE_DYNAMIC")==0)
|
||||
return "<num>2";
|
||||
else if(sline.compare("COLOR_MASK_NONE")==0)
|
||||
return "<num>0";
|
||||
else if(sline.compare("COLOR_MASK_ALPHA")==0)
|
||||
return "<num>1";
|
||||
else if(sline.compare("COLOR_MASK_RED")==0)
|
||||
return "<num>2";
|
||||
else if(sline.compare("COLOR_MASK_GREEN")==0)
|
||||
return "<num>4";
|
||||
else if(sline.compare("COLOR_MASK_BLUE")==0)
|
||||
return "<num>8";
|
||||
else if(sline.compare("COLOR_MASK_RGB")==0)
|
||||
return "<num>14";
|
||||
else if(sline.compare("COLOR_MASK_ALL")==0)
|
||||
return "<num>15";
|
||||
else
|
||||
{
|
||||
for(int i = 0; i < rc_constants.size(); i++)
|
||||
|
||||
@@ -4389,7 +4389,7 @@ int main(int argc, char * argv[])
|
||||
|
||||
if(rc_filename.compare("--version")==0)
|
||||
{
|
||||
cout << "RCBASIC Runtime v4.1" << endl;
|
||||
cout << "RCBASIC Runtime v4.2a" << endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -4447,9 +4447,9 @@ int main(int argc, char * argv[])
|
||||
std::cin >> debug_opt;
|
||||
if(debug_opt.compare("a")==0)
|
||||
{
|
||||
rc_intern_dirChange("/home/n00b/Programs/RCBasic_v400_Linux64/examples/Spinning Axis/");
|
||||
rc_intern_dirChange("/home/n00b/test/stp/");
|
||||
//rc_intern_dirChange("");
|
||||
rc_filename = "main.cbc";
|
||||
rc_filename = "serenity_main.cbc";
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -262,15 +262,28 @@ int rc_createAnimatedActor(int mesh_id)
|
||||
if(mesh_id < 0 || mesh_id >= rc_mesh.size())
|
||||
return -1;
|
||||
|
||||
irr::scene::IAnimatedMesh* mesh = rc_mesh[mesh_id].mesh;
|
||||
irr::scene::IMesh* mesh = rc_mesh[mesh_id].mesh;
|
||||
|
||||
if(!mesh)
|
||||
return -1;
|
||||
|
||||
int actor_id = -1;
|
||||
irr::scene::IAnimatedMeshSceneNode* node = SceneManager->addAnimatedMeshSceneNode(mesh);
|
||||
|
||||
irr::scene::ISceneNode* node;
|
||||
|
||||
rc_scene_node actor;
|
||||
|
||||
if(rc_mesh[mesh_id].mesh_type == RC_MESH_TYPE_ANIMATED)
|
||||
{
|
||||
actor.node_type = RC_NODE_TYPE_MESH;
|
||||
node = SceneManager->addAnimatedMeshSceneNode((irr::scene::IAnimatedMesh*)mesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
actor.node_type = RC_NODE_TYPE_STMESH; //STATIC MESH NODE
|
||||
node = SceneManager->addMeshSceneNode(mesh);
|
||||
}
|
||||
|
||||
actor.mesh_node = node;
|
||||
actor.shadow = NULL;
|
||||
actor.transition = false;
|
||||
@@ -307,16 +320,20 @@ int rc_createAnimatedActor(int mesh_id)
|
||||
animation.frame_start_time = SDL_GetTicks();
|
||||
animation.frame_swap_time = 1000/60;
|
||||
rc_actor[actor_id].animation.push_back(animation);
|
||||
|
||||
if(rc_mesh[mesh_id].mesh_type == RC_MESH_TYPE_ANIMATED)
|
||||
{
|
||||
rc_actor[actor_id].current_animation = 0;
|
||||
rc_actor[actor_id].current_animation_loop = 0;
|
||||
rc_actor[actor_id].num_animation_loops = 0;
|
||||
rc_animEndCallBack* anim_callback = new rc_animEndCallBack();
|
||||
anim_callback->ref_id = actor_id;
|
||||
anim_callback->OnAnimationEnd(node);
|
||||
node->setAnimationEndCallback(anim_callback);
|
||||
node->setLoopMode(false);
|
||||
node->setFrameLoop(0, 0);
|
||||
anim_callback->OnAnimationEnd((irr::scene::IAnimatedMeshSceneNode*)node);
|
||||
((irr::scene::IAnimatedMeshSceneNode*)node)->setAnimationEndCallback(anim_callback);
|
||||
((irr::scene::IAnimatedMeshSceneNode*)node)->setLoopMode(false);
|
||||
((irr::scene::IAnimatedMeshSceneNode*)node)->setFrameLoop(0, 0);
|
||||
anim_callback->drop();
|
||||
}
|
||||
|
||||
|
||||
//Actor RigidBody
|
||||
@@ -336,7 +353,7 @@ int rc_createOctreeActor(int mesh_id)
|
||||
if(mesh_id < 0 || mesh_id >= rc_mesh.size())
|
||||
return -1;
|
||||
|
||||
irr::scene::IAnimatedMesh* mesh = rc_mesh[mesh_id].mesh;
|
||||
irr::scene::IMesh* mesh = rc_mesh[mesh_id].mesh;
|
||||
|
||||
if(!mesh)
|
||||
return -1;
|
||||
@@ -995,8 +1012,10 @@ void rc_addActorShadow(int actor)
|
||||
{
|
||||
case RC_NODE_TYPE_TERRAIN:
|
||||
case RC_NODE_TYPE_OTMESH:
|
||||
case RC_NODE_TYPE_STMESH:
|
||||
case RC_NODE_TYPE_MESH:
|
||||
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::scene::IMeshSceneNode* node = (irr::scene::IMeshSceneNode*)rc_actor[actor].mesh_node;
|
||||
if(!rc_actor[actor].shadow)
|
||||
rc_actor[actor].shadow = node->addShadowVolumeSceneNode();
|
||||
break;
|
||||
}
|
||||
@@ -1014,9 +1033,12 @@ void rc_removeActorShadow(int actor)
|
||||
{
|
||||
case RC_NODE_TYPE_TERRAIN:
|
||||
case RC_NODE_TYPE_OTMESH:
|
||||
case RC_NODE_TYPE_STMESH:
|
||||
case RC_NODE_TYPE_MESH:
|
||||
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::scene::ISceneNode* node = rc_actor[actor].mesh_node;
|
||||
if(rc_actor[actor].shadow)
|
||||
node->removeChild(rc_actor[actor].shadow);
|
||||
rc_actor[actor].shadow = NULL;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1117,12 +1139,10 @@ void rc_setLightAmbientColor(int actor, Uint32 color)
|
||||
{
|
||||
case RC_NODE_TYPE_LIGHT:
|
||||
irr::scene::ILightSceneNode* node = (irr::scene::ILightSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::video::SColor c;
|
||||
c.set(color);
|
||||
irr::video::SColor c(color);
|
||||
irr::video::SColorf cf(c);
|
||||
irr::video::SLight light_data = node->getLightData();
|
||||
light_data.AmbientColor = cf;
|
||||
node->setLightData(light_data);
|
||||
node->getLightData().AmbientColor = cf;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1151,9 +1171,8 @@ void rc_setLightAttenuation(int actor, double l_constant, double l_linear, doubl
|
||||
{
|
||||
case RC_NODE_TYPE_LIGHT:
|
||||
irr::scene::ILightSceneNode* node = (irr::scene::ILightSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::video::SLight light_data = node->getLightData();
|
||||
light_data.Attenuation.set(l_constant, l_linear, l_quadratic);
|
||||
node->setLightData(light_data);
|
||||
node->getLightData().Attenuation.set(l_constant, l_linear, l_quadratic);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1186,12 +1205,10 @@ void rc_setLightDiffuseColor(int actor, Uint32 color)
|
||||
{
|
||||
case RC_NODE_TYPE_LIGHT:
|
||||
irr::scene::ILightSceneNode* node = (irr::scene::ILightSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::video::SColor c;
|
||||
c.set(color);
|
||||
irr::video::SColor c(color);
|
||||
irr::video::SColorf cf(c);
|
||||
irr::video::SLight light_data = node->getLightData();
|
||||
light_data.DiffuseColor = cf;
|
||||
node->setLightData(light_data);
|
||||
node->getLightData().DiffuseColor = cf;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1220,9 +1237,8 @@ void rc_setLightFalloff(int actor, double falloff)
|
||||
{
|
||||
case RC_NODE_TYPE_LIGHT:
|
||||
irr::scene::ILightSceneNode* node = (irr::scene::ILightSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::video::SLight light_data = node->getLightData();
|
||||
light_data.Falloff = falloff;
|
||||
node->setLightData(light_data);
|
||||
node->getLightData().Falloff = falloff;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1251,9 +1267,8 @@ void rc_setLightInnerCone(int actor, double angle)
|
||||
{
|
||||
case RC_NODE_TYPE_LIGHT:
|
||||
irr::scene::ILightSceneNode* node = (irr::scene::ILightSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::video::SLight light_data = node->getLightData();
|
||||
light_data.InnerCone = angle;
|
||||
node->setLightData(light_data);
|
||||
node->getLightData().InnerCone = angle;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1282,9 +1297,8 @@ void rc_setLightOuterCone(int actor, double angle)
|
||||
{
|
||||
case RC_NODE_TYPE_LIGHT:
|
||||
irr::scene::ILightSceneNode* node = (irr::scene::ILightSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::video::SLight light_data = node->getLightData();
|
||||
light_data.OuterCone = angle;
|
||||
node->setLightData(light_data);
|
||||
node->getLightData().OuterCone = angle;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1313,12 +1327,10 @@ void rc_setLightSpecularColor(int actor, Uint32 color)
|
||||
{
|
||||
case RC_NODE_TYPE_LIGHT:
|
||||
irr::scene::ILightSceneNode* node = (irr::scene::ILightSceneNode*)rc_actor[actor].mesh_node;
|
||||
irr::video::SColor c;
|
||||
c.set(color);
|
||||
irr::video::SColor c(color);
|
||||
irr::video::SColorf cf(c);
|
||||
irr::video::SLight light_data = node->getLightData();
|
||||
light_data.SpecularColor = cf;
|
||||
node->setLightData(light_data);
|
||||
node->getLightData().SpecularColor = cf;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1965,7 +1965,7 @@ case FN_LoadMeshFromArchive: //Number Function
|
||||
rc_push_num(rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ ));
|
||||
break;
|
||||
case FN_CreatePlaneMesh: //Number Function
|
||||
rc_push_num(rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H ));
|
||||
rc_push_num(rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H, CREATEPLANEMESH_TXREPEAT_X, CREATEPLANEMESH_TXREPEAT_Y ));
|
||||
break;
|
||||
case FN_LoadAN8: //Number Function
|
||||
rc_push_num(rc_loadAN8( LOADAN8_AN8_FILE$ ));
|
||||
@@ -1979,6 +1979,18 @@ case FN_GetNumAN8Scenes: //Number Function
|
||||
case FN_GetAN8SceneName$: //String Function
|
||||
rc_push_str(rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM ));
|
||||
break;
|
||||
case FN_CreateConeMesh: //Number Function
|
||||
rc_push_num(rc_createConeMesh( CREATECONEMESH_RADIUS, CREATECONEMESH_CONE_LENGTH, CREATECONEMESH_TESSELATION, CREATECONEMESH_TOP_COLOR, CREATECONEMESH_BOTTOM_COLOR ));
|
||||
break;
|
||||
case FN_CreateCylinderMesh: //Number Function
|
||||
rc_push_num(rc_createCylinderMesh( CREATECYLINDERMESH_RADIUS, CREATECYLINDERMESH_CYLINDER_LENGTH, CREATECYLINDERMESH_TESSELATION, CREATECYLINDERMESH_COLOR, CREATECYLINDERMESH_CLOSE_TOP ));
|
||||
break;
|
||||
case FN_CreateVolumeLightMesh: //Number Function
|
||||
rc_push_num(rc_createVolumeLightMesh( CREATEVOLUMELIGHTMESH_U, CREATEVOLUMELIGHTMESH_V, CREATEVOLUMELIGHTMESH_FOOT_COLOR, CREATEVOLUMELIGHTMESH_TAIL_COLOR, CREATEVOLUMELIGHTMESH_LP_DISTANCE, CREATEVOLUMELIGHTMESH_DIM_X, CREATEVOLUMELIGHTMESH_DIM_Y, CREATEVOLUMELIGHTMESH_DIM_Z ));
|
||||
break;
|
||||
case FN_DeleteAN8: //Sub Procedure
|
||||
rc_deleteAN8( DELETEAN8_AN8_PROJECT );
|
||||
break;
|
||||
case FN_CreateAnimatedActor: //Number Function
|
||||
rc_push_num(rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH ));
|
||||
break;
|
||||
|
||||
@@ -451,7 +451,7 @@ irr::core::array<rc_material_obj> rc_material;
|
||||
struct rc_mesh_obj
|
||||
{
|
||||
int mesh_type = 0;
|
||||
irr::scene::IAnimatedMesh* mesh;
|
||||
irr::scene::IMesh* mesh;
|
||||
};
|
||||
irr::core::array<rc_mesh_obj> rc_mesh;
|
||||
|
||||
@@ -471,6 +471,7 @@ irr::core::array<rc_an8_obj> rc_an8;
|
||||
#define RC_NODE_TYPE_WATER 5
|
||||
#define RC_NODE_TYPE_BILLBOARD 6
|
||||
#define RC_NODE_TYPE_PARTICLE 7
|
||||
#define RC_NODE_TYPE_STMESH 8
|
||||
|
||||
|
||||
#define RC_NODE_SHAPE_TYPE_NONE 0
|
||||
|
||||
@@ -172,6 +172,14 @@ std::string rc_getAN8SceneName(int an8_id, int scene_num)
|
||||
return rc_an8[an8_id].project.scenes[scene_num].name;
|
||||
}
|
||||
|
||||
void rc_deleteAN8(int an8_id)
|
||||
{
|
||||
if(an8_id < 0 || an8_id >= rc_an8.size())
|
||||
return;
|
||||
|
||||
rc_an8[an8_id].active = false;
|
||||
}
|
||||
|
||||
//delete mesh
|
||||
void rc_deleteMesh(int mesh_id)
|
||||
{
|
||||
@@ -204,11 +212,13 @@ int rc_createMesh()
|
||||
return mesh_id;
|
||||
}
|
||||
|
||||
int rc_createPlaneMesh(double w, double h, double tileCount_w, double tileCount_h)
|
||||
int rc_createPlaneMesh(double w, double h, double tileCount_w, double tileCount_h, double txRepeat_x, double txRepeat_y)
|
||||
{
|
||||
irr::scene::IAnimatedMesh* mesh = SceneManager->addHillPlaneMesh( "plane",
|
||||
irr::core::dimension2d<irr::f32>(w/tileCount_w, h/tileCount_h),
|
||||
irr::core::dimension2d<irr::u32>(tileCount_w, tileCount_h));
|
||||
const irr::scene::IGeometryCreator* gc = SceneManager->getGeometryCreator();
|
||||
|
||||
irr::scene::IMesh* mesh = gc->createPlaneMesh(irr::core::dimension2d<irr::f32>((irr::f32)w, (irr::f32)h),
|
||||
irr::core::dimension2d<irr::u32>((irr::u32)tileCount_w, (irr::u32)tileCount_h), 0,
|
||||
irr::core::dimension2d<irr::f32>((irr::f32)txRepeat_x, (irr::f32)txRepeat_y));
|
||||
|
||||
if(!mesh)
|
||||
return -1;
|
||||
@@ -216,7 +226,71 @@ int rc_createPlaneMesh(double w, double h, double tileCount_w, double tileCount_
|
||||
int mesh_id = rc_mesh.size();
|
||||
rc_mesh_obj mesh_obj;
|
||||
mesh_obj.mesh = mesh;
|
||||
mesh_obj.mesh_type = RC_MESH_TYPE_ANIMATED;
|
||||
mesh_obj.mesh_type = RC_MESH_TYPE_NONE;
|
||||
|
||||
rc_mesh.push_back(mesh_obj);
|
||||
|
||||
return mesh_id;
|
||||
}
|
||||
|
||||
|
||||
int rc_createConeMesh( double radius, double cone_length, double tesselation, double top_color, double bottom_color )
|
||||
{
|
||||
const irr::scene::IGeometryCreator* gc = SceneManager->getGeometryCreator();
|
||||
|
||||
irr::scene::IMesh* mesh = gc->createConeMesh( (irr::f32)radius, (irr::f32)cone_length, (irr::u32)tesselation,
|
||||
irr::video::SColor((irr::u32)top_color), irr::video::SColor((irr::u32)bottom_color) );
|
||||
|
||||
if(!mesh)
|
||||
return -1;
|
||||
|
||||
int mesh_id = rc_mesh.size();
|
||||
rc_mesh_obj mesh_obj;
|
||||
mesh_obj.mesh = mesh;
|
||||
mesh_obj.mesh_type = RC_MESH_TYPE_NONE;
|
||||
|
||||
rc_mesh.push_back(mesh_obj);
|
||||
|
||||
return mesh_id;
|
||||
}
|
||||
|
||||
|
||||
int rc_createCylinderMesh( double radius, double cylinder_length, double tesselation, double color, double close_top )
|
||||
{
|
||||
const irr::scene::IGeometryCreator* gc = SceneManager->getGeometryCreator();
|
||||
|
||||
irr::scene::IMesh* mesh = gc->createCylinderMesh( (irr::f32)radius, (irr::f32)cylinder_length, (irr::u32)tesselation,
|
||||
irr::video::SColor((irr::u32)color), (close_top == 0 ? false : true) );
|
||||
|
||||
if(!mesh)
|
||||
return -1;
|
||||
|
||||
int mesh_id = rc_mesh.size();
|
||||
rc_mesh_obj mesh_obj;
|
||||
mesh_obj.mesh = mesh;
|
||||
mesh_obj.mesh_type = RC_MESH_TYPE_NONE;
|
||||
|
||||
rc_mesh.push_back(mesh_obj);
|
||||
|
||||
return mesh_id;
|
||||
}
|
||||
|
||||
|
||||
int rc_createVolumeLightMesh( double u, double v, double foot_color, double tail_color, double lp_distance, double dim_x, double dim_y, double dim_z )
|
||||
{
|
||||
const irr::scene::IGeometryCreator* gc = SceneManager->getGeometryCreator();
|
||||
|
||||
irr::scene::IMesh* mesh = gc->createVolumeLightMesh( (irr::u32)u, (irr::u32)v, irr::video::SColor((irr::u32)foot_color),
|
||||
irr::video::SColor((irr::u32)tail_color), (irr::f32)lp_distance,
|
||||
irr::core::vector3df((irr::f32)dim_x, (irr::f32)dim_y, (irr::f32)dim_z) );
|
||||
|
||||
if(!mesh)
|
||||
return -1;
|
||||
|
||||
int mesh_id = rc_mesh.size();
|
||||
rc_mesh_obj mesh_obj;
|
||||
mesh_obj.mesh = mesh;
|
||||
mesh_obj.mesh_type = RC_MESH_TYPE_NONE;
|
||||
|
||||
rc_mesh.push_back(mesh_obj);
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user